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NCT Number: NCT06904794

Evaluation of the Gambling Habits of Adolescents and Young Adults Post-COVID-19 and Implementation of a Digital Escape Room Intervention for Preventing Gambling in High School Students

Gambling behaviors among adolescents and young adults have been experiencing an upward trend in the last years, possibly because of new habits developed during the COVID-19 lockdown restrictions. Different preventive strategies have been proposed: universal classroom-based interventions have shown promising evidence as preventive tools, but challenges exist in engaging the target audience effectively. Serious games, i.e., those designed with the specific intent to educate, broaden knowledge, and change behaviors, have been tested with positive outcomes. Digital escape rooms constitute a modality of serious game that has shown potential for a variety of educational purposes, but their efficacy for preventing addictive behaviors, as well as their long-term impact, has not been widely studied.

The present project aims at assessing the gambling habits of a sample of 16-25-year-olds in the region of Aragon, Spain, that could be compared to the data gathered before the pandemic started, so not only the prevalence rates can be updated but also potential differences in habits (e.g., preferred gambling alternatives) can be detected. This will undoubtedly help the design of effective preventive measures, such as the GAMBL-OUT digital escape room, a serious game to be implemented in high schools with the aim of increasing knowledge, reducing intentions to gamble, and changing attitudes towards gambling.

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Key information

Age range

16 year–18 year

Sex eligibility

All sexes

Study type

Interventional

Phase

Not applicable

Primary location

Department of Psychiatry. Miguel Servet University Hospital

Zaragoza, 50009, Spain

Location status: Recruiting

Location contact

Javier García Campayo

PRINCIPAL_INVESTIGATOR

CONTACT

976 50 65 78

Who can participate

Healthy volunteers accepted: Yes

Only the study team can determine whether someone qualifies for participation.

Inclusion criteria

  • Only high school students aged between 16 and 18
  • Being able to read and understand the Spanish language
  • Willingness to participate in the study and sign the written informed consent form

Exclusion criteria

  • Age: <16 years old, or >18 years old

Treatment and study plan

GAMBL-OUT program

Behavioral

The GAMBL-OUT program consists of two sessions: the first one involves a digital escape room to be delivered in the classroom and a series of physical props to be used during the experience. In small groups (4-5 students), participants need to work together to solve different puzzles and riddles, all of them related to the story of young adults who are dealing with problem gambling. By the end of the game, which will have a limited time (50 minutes), each group will have gained access to a different password. The second session will start from here: each group will share their password so the final puzzle can be solved, and the game will conclude with in a group discussion about what was learned (40 minutes).

Primary outcomes

  1. Problem gambling screening (PGSI)

    Time frame: Baseline

    In the intervention group. This 9-item scale assesses problematic gambling behaviors in the last 12 months and harmful consequences related to gambling. Items are rated on a 4-point scale (0 = never, 3 = almost always). The final score ranges from 0 to 27 and can be interpreted as follows: 0 = non-problem gamblers, 1-2 = low-risk gamblers, 3-7 = moderate-risk gamblers, and 8 and above = problem gamblers).

  2. Problem gambling screening (PGSI)

    Time frame: Three-months follow-up

    In the intervention group. This 9-item scale assesses problematic gambling behaviors in the last 12 months and harmful consequences related to gambling. Items are rated on a 4-point scale (0 = never, 3 = almost always). The final score ranges from 0 to 27 and can be interpreted as follows: 0 = non-problem gamblers, 1-2 = low-risk gamblers, 3-7 = moderate-risk gamblers, and 8 and above = problem gamblers).

  3. Problem gambling screening (PGSI)

    Time frame: Baseline

    In the control group. This 9-item scale assesses problematic gambling behaviors in the last 12 months and harmful consequences related to gambling. Items are rated on a 4-point scale (0 = never, 3 = almost always). The final score ranges from 0 to 27 and can be interpreted as follows: 0 = non-problem gamblers, 1-2 = low-risk gamblers, 3-7 = moderate-risk gamblers, and 8 and above = problem gamblers).

  4. Problem gambling screening (PGSI)

    Time frame: Three-months follow-up

    In the control group. This 9-item scale assesses problematic gambling behaviors in the last 12 months and harmful consequences related to gambling. Items are rated on a 4-point scale (0 = never, 3 = almost always). The final score ranges from 0 to 27 and can be interpreted as follows: 0 = non-problem gamblers, 1-2 = low-risk gamblers, 3-7 = moderate-risk gamblers, and 8 and above = problem gamblers).

Secondary outcomes

  1. Gender

    Time frame: Baseline

    Gender of participants: male, female, other. Both groups

  2. Age

    Time frame: Baseline

    Open-ended question where subjects are asked to indicate numerically their current age. Both groups

  3. Nationality

    Time frame: Baseline

    Country of birth of participants: Spain, other (please specify). Both groups

  4. Current city of residence

    Time frame: Baseline

    Place of current residence: Zaragoza capital, Zaragoza province, Huesca capital, Huesca province, Teruel capita, Teruel province. Both groups

  5. Cohabitation

    Time frame: Baseline

    Who do you live with: first degree relatives (parents, siblings), second degree relatives (grandparents, uncles, aunts, uncles), friends, alone, other (please specify). Both groups

  6. Country of birth of parents

    Time frame: Baseline

    Open-ended question where participants have to indicate in which country their father was born, or where their mother was born. Both groups

  7. Education

    Time frame: Baseline

    Which year of the baccalaureate are you currently in: first or second. Both groups

  8. Employment situation

    Time frame: Baseline

    Indicate how many hours per week you work: no work, between 1 and 10 hours per week, between 11 and 20 hours per week, between 20 and 30 hours per week, between 30 and 40 hours per week. Both groups

  9. Amount of money available for leisure per month

    Time frame: Baseline

    Multiple-choice question ad-hoc where subjects must mark the range of money in euros they have available for leisure. The response options are: 0-100; 101-400; 401-600; 601-1000; 1000 or more. None of the response options is better than the others. In the intervention group

  10. Amount of money available for leisure per month

    Time frame: Baseline

    Multiple-choice question ad-hoc where subjects must mark the range of money in euros they have available for leisure. The response options are: 0-100; 101-400; 401-600; 601-1000; 1000 or more. None of the response options is better than the others. In the control group

  11. Gambling knowledge scale (ad-hoc)

    Time frame: Baseline

    In the intervention group. This questionnaire is composed of 18 separate items that collect information on different aspects of gambling knowledge. Each item is evaluated on a Likert scale with four response options: 'is totally incorrect', 'is incorrect', 'is correct', 'is totally correct'.

  12. Gambling knowledge scale (ad-hoc)

    Time frame: up to 2 weeks

    In the intervention group. This questionnaire is composed of 18 separate items that collect information on different aspects of gambling knowledge. Each item is evaluated on a Likert scale with four response options: 'is totally incorrect', 'is incorrect', 'is correct', 'is totally correct'. There is no overall score on this scale as each item assesses different aspects of gambling knowledge.

  13. Gambling knowledge scale (ad-hoc)

    Time frame: Three-months follow-up

    In the intervention group. This questionnaire is composed of 18 separate items that collect information on different aspects of gambling knowledge. Each item is evaluated on a Likert scale with four response options: 'is totally incorrect', 'is incorrect', 'is correct', 'is totally correct'. There is no overall score on this scale as each item assesses different aspects of gambling knowledge.

  14. Gambling knowledge scale (ad-hoc)

    Time frame: Baseline

    In the control group. This questionnaire is composed of 18 separate items that collect information on different aspects of gambling knowledge. Each item is evaluated on a Likert scale with four response options: 'is totally incorrect', 'is incorrect', 'is correct', 'is totally correct'. There is no overall score on this scale as each item assesses different aspects of gambling knowledge.

  15. Gambling knowledge scale (ad-hoc)

    Time frame: up to 2 weeks

    In the control group. This questionnaire is composed of 18 separate items that collect information on different aspects of gambling knowledge. Each item is evaluated on a Likert scale with four response options: 'is totally incorrect', 'is incorrect', 'is correct', 'is totally correct'. There is no overall score on this scale as each item assesses different aspects of gambling knowledge.

  16. Gambling knowledge scale (ad-hoc)

    Time frame: Three-months follow-up

    In the control group. This questionnaire is composed of 18 separate items that collect information on different aspects of gambling knowledge. Each item is evaluated on a Likert scale with four response options: 'is totally incorrect', 'is incorrect', 'is correct', 'is totally correct'. There is no overall score on this scale as each item assesses different aspects of gambling knowledge.

  17. Ad hoc questions asking attitudes towards gambling

    Time frame: Baseline

    In the intervention group

  18. Ad hoc questions asking attitudes towards gambling

    Time frame: up to 2 weeks

    In the intervention group

  19. Ad hoc questions asking attitudes towards gambling

    Time frame: Three-months follow-up

    In the intervention group

  20. Ad hoc questions asking attitudes towards gambling

    Time frame: Baseline

    In the control group

  21. Ad hoc questions asking attitudes towards gambling

    Time frame: up to 2 weeks

    In the control group

  22. Ad hoc questions asking attitudes towards gambling

    Time frame: Three-months follow-up

    In the control group

  23. Ad hoc questions asking intention to gamble in the future

    Time frame: Baseline

    In the intervention group

  24. Ad hoc questions asking intention to gamble in the future

    Time frame: up to 2 weeks

    In the intervention group

  25. Ad hoc questions asking intention to gamble in the future

    Time frame: Three-months follow-up

    In the intervention group

  26. Ad hoc questions asking intention to gamble in the future

    Time frame: Baseline

    In the control group

  27. Ad hoc questions asking intention to gamble in the future

    Time frame: up to 2 weeks

    In the control group

  28. Ad hoc questions asking intention to gamble in the future

    Time frame: Three-months follow-up

    In the control group

  29. Ad hoc questions asking the gambling habits

    Time frame: Baseline

    In the intervention group

  30. Ad hoc questions asking the gambling habits

    Time frame: Three-months follow-up

    In the intervention group

  31. Ad hoc questions asking the gambling habits

    Time frame: Baseline

    In the control group

  32. Ad hoc questions asking the gambling habits

    Time frame: Three-months follow-up

    In the control group

  33. Implementation outcome: General opinion of the intervention

    Time frame: Three-months follow-up

    The participants indicate their general opinion of the intervention once it is over: 'very positive, I loved it', 'positive, it was a good experience', 'neutral, I was indifferent', 'negative, there were aspects that did not convince me', 'very negative, I was disappointed'. Both groups

  34. Implementation outcome: Ease of use of the platform

    Time frame: Three-months follow-up

    Participants indicate how easy the platform was for them to use: yes or no. Both groups

  35. Implementation outcome: Duration of the intervention

    Time frame: Three-months follow-up

    Opinion on the length of the intervention: 'I thought it was too short', 'I thought it was adequate', 'I thought it was too long'. Both groups

  36. Implementation outcome: Difficulty of the instructions received through the platform

    Time frame: Three-months follow-up

    Opinion on the difficulty of the instructions received through the platform: 'yes', "no", "most yes", "most no". Both groups

  37. Implementation outcome: Amount of information received

    Time frame: Three-months follow-up

    Opinion on the amount of information received: 'excessive', 'adequate', 'insufficient'. Both groups

  38. Implementation outcome: Need for prior knowledge to carry out the intervention

    Time frame: Three-months follow-up

    Opinion on the need for prior knowledge to carry out the intervention: yes or no. Both groups

  39. Implementation outcome: Adequacy of the content of the intervention for the target population

    Time frame: Three-months follow-up

    Opinion on the appropriateness of the content of the intervention for the target population: 'I think it is too easy', 'I think it is suitable for adolescents', 'I think it is too complex', 'other (specify)'. Both groups

  40. Implementation outcome: Effectiveness in conveying information to you about the risks of gambling addiction

    Time frame: Three-months follow-up

    Do you think that the Escape Room has been effective in providing you with information about the risks of gambling addiction?: 'very effective', 'effective', 'neutral', 'not very effective', 'not at all effective'. Both groups

  41. Implementation outcome: Perception of increased knowledge of gambling

    Time frame: Three-months follow-up

    Opinion on perceived increase in knowledge of gambling: 'a lot', 'some', 'a little', 'not at all'. Both groups

  42. Implementation outcome: Integration of educational messages into the dynamics of the Escape Room.

    Time frame: Three-months follow-up

    Opinion on the adequate integration of the educational messages in the Escape Room dynamics: 'quite well', 'well', 'little', 'practically not at all'. Both groups

  43. Implementation outcome: Adequacy of this Escape Room for the prevention of gambling among young people

    Time frame: Three-months follow-up

    Opinion on the suitability of this Escape Room for the prevention of gambling in young people: yes or no. Both groups

  44. Implementation outcome: Opinion on whether participants think it is likely that high schools in Aragon will integrate this Escape Room into their regular programming.

    Time frame: Three-months follow-up

    Opinion on whether participants think it is likely that high schools in Aragon will integrate this Escape Room into their regular programming: yes or no. Both groups

  45. Implementation outcome: Recommendation of this Escape Room to young people in the participants' environment.

    Time frame: Three-months follow-up

    Opinion on whether the participants would recommend this Escape Room to young people in their environment for their training on the functioning and risks of gambling: yes or no. Both groups

  46. Implementation outcome: Consideration of whether this Escape Room is a useful resource for the prevention of gambling among young people.

    Time frame: Three-months follow-up

    Consideration of whether this Escape Room is a useful resource for gambling prevention in young people: yes or no. Both groups

Study contacts

Contact information is provided by the study sponsor or research team.

Javier García Campayo

CONTACT

[email protected]

976 50 65 78

Sponsors and collaborators

Lead sponsor

Hospital Miguel Servet

Other

Registry information

Official study title

Evaluation of the Gambling Habits of Adolescents and Young Adults Post-COVID-19 and Implementation of a Digital Escape Room Intervention for Preventing Gambling in High School Students: a Mixed-methods Cluster-randomized Controlled Trial (GAMBL-OUT Project)

Important dates

Study start
2025
Primary completion
2026
Study completion
2026
First posted
Apr 1, 2025
Registry last updated
Jul 23, 2026

OpenTrials presents study information sourced from ClinicalTrials.gov. The official registry record should be consulted for the latest information.

View the official ClinicalTrials.gov record (opens in a new tab)

This listing is for discovery and informational purposes only. It is not medical advice, does not guarantee that a study is recruiting, and does not determine eligibility. Contact the study team and a qualified healthcare professional when considering participation.

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